50
D-Day At Omaha Beach Rules of Play Table of Contents 1. INTRODUCTION................................................................3 2. GAME COMPONENTS.......................................................3 2.1 The Map.......................................................................3 2.2 The Playing Pieces.......................................................4 2.3 The Ca!s....................................................................." 2.4 Cha#s an! Ta$les........................................................." 3. SETTING UP %OR P&A'...................................................." 4. SE(UENCE O% P&A'.........................................................) *. US AMP+I,IOUS OPERATIONS......................................- *.1 &an!ing Checs...........................................................- *.2 &an!ing US Uni#s........................................................- *.3 Placing Uni#s in ,each &an!ing ,/0es....................... ". GERMAN %IRE.................................................................... ".1 Rea!ing #he %ie Ca!s................................................. ".2 Gean %iel!s / %ie.................................................. ".3 Res/ling Gean %ie..............................................15 ".4 Dis6p#e! Gean Uni#s............................................15 ".* Gean A#illey %ie.................................................11 ). US ACTIONS......................................................................11 ).1 %ee Ac#i/ns...............................................................11 ).2 C/n!6c#ing Ac#i/ns....................................................11

L Rules Omaha Beach

Embed Size (px)

DESCRIPTION

Rules for Avalon Hills Omaha Beach game.

Citation preview

D-Day

D-DayAtOmaha BeachRules of PlayTable of Contents1. INTRODUCTION32. GAME COMPONENTS32.1 The Map32.2 The Playing Pieces42.3 The Cards62.4 Charts and Tables63. SETTING UP FOR PLAY64. SEQUENCE OF PLAY75. US AMPHIBIOUS OPERATIONS85.1 Landing Checks85.2 Landing US Units85.3 Placing Units in Beach Landing Boxes96. GERMAN FIRE96.1 Reading the Fire Cards96.2 German Fields of Fire96.3 Resolving German Fire106.4 Disrupted German Units106.5 German Artillery Fire117. US ACTIONS117.1 Free Actions117.2 Conducting Actions117.3 Action: Move One Hex 127.4 Action: Climb a Bluff127.5 Action: Climb a Cliff137.6 Stacking Limits137.7 Disrupted US Units138. US COMBAT ACTIONS138.1 Units Eligible to Attack138.2 Attack Weapons148.3 Resolving an Attack148.4 Conducting a Barrage Action158.5 Naval Fire Markers159. GERMAN UNITS, DEPTH AND REINFORCEMENTS159.1 Revealing German Units and Depth Markers169.2 Adding Depth to German Units.169.3 German Reinforcements Triggered by Events169.4 German Tactical Reinforcements triggered by a WN Depth Marker179.5 Releasing Kampfgruppe Meyer1710. US ENGINEER BEACH OBSTACLE DEMOLITION1710.1 Clearing Beach Obstacles1711. US HEROES, HEADQUARTERS AND GENERALS1711.1 Heroes1711.2 Headquarters1811.3 Generals1811.4 German Fire against Leaders1812. CONTROL AND COMMUNICATION1812.1 US Control1812.2 German Communication1912.3 US Communication1913. WINNING AND LOSING THE FIRST WAVES2013.1 Catastrophic Loss2013.2 Determining Victory2014. INTRODUCTION TO THE EXTENDED GAME2014.1 Changes to German Fire2014.2 Optional Early Implementation of German Actions2015. EXTENDED GAME SEQUENCE OF PLAY2116. GERMAN ACTIONS2116.1 Re-Occupy Action2216.2 Re-Supply Action2216.3 Redeploy Action2216.4 Reinforce Action2216.5 Mortar Action2216.6 Patrol Action2216.7 Artillery Fire Action2316.8 Advance Action2316.9 Ambush Action2317. ADDITIONS TO US ACTIONS2417.1 Infantry and Leader Two-Hex Movement2417.2 Tank Road Movement2417.3 Artillery Barrage Action. 2418. COMMAND POSTS (CPs)2418.1 Establishing a Command Post2418.2 Command Range2418.3 Capabilities of Command Posts2519. ENGINEER BASES2519.1 Establishing an Engineer Base2519.2 Engineer Range2519.3 Capabilities of Engineer Bases2519.4 Beach Obstacle Demolition2620. WINNING AND LOSING THE EXTENDED GAME2620.1 Catastrophic Loss2620.2 First Victory Check2620.3 Second Victory Check2621. BEYOND THE BEACH SCENARIO2621.1 Scenario Set-Up2621.2 Scenario Victory2722. OPTIONAL HISTORICAL VARIANTS2722.1 Effective Allied Bombardment.2822.2 First Wave Tanks Land Safely2822.3 Rangers reinforce Pointe du Hoc2822.4 Improved German Reaction.2823. OPTIONAL HISTORICAL VARIANT: GERMAN ARMOR2823.1 German Armor Set-Up2923.2 Armor Reinforcement Appearance2923.3 German Armor Field of Fire2923.4 German Armor Actions2923.5 German Armor Movement3023.6 US Actions Against German Armor3023.7 Victory Point Adjustments30EVENT DESCRIPTIONS30Designers Notes31Credits32Introductory Scenario: Easy Fox321. INTRODUCTIOND-Day at Omaha Beach is a solitaire game simulating the twelve momentous hours on June 6, 1944, when US amphibious forces assaulted a stretch of sand held by German forces on the Calvados coast of France a shore that would ever after be known by its code name: Omaha Beach. Of the five beaches assaulted by the Allies on D-Day, Omaha was the bloodiest and the hardest-won. For several hours on that June day, the fate of the invasion hung in the balance. Ultimately, despite the failure of the Allied invasion plan, the heroism and initiative of the US soldier prevailed and a viable beachhead was established.In D-Day at Omaha Beach, you control the US forces assaulting the beach and struggling to gain a foothold on French soil against unexpectedly strong German resistance. The game system controls the German forces that oppose you. D-Day at Omaha Beach features several unique game mechanics to control the German forces in an unpredictable but coherent strategy, create varying situations every time you play,portray the differing battle conditions on the beach and inland countryside.At the start of play, each turn of the game represents fifteen minutes of real time. Then, when the focus shifts from the battle for the beach to the US move inland, the time scale expands to 30 minutes per turn and rules are introduced to allow for additional US and German tactics.DDOB for two players: D-Day at Omaha Beach also provides an engaging cooperative simulation for two players. Each player directs the units of one US division: The 1st Division landing on the eastern half of the beach and the 29th Division assaulting the western half. 2. GAME COMPONENTSD-Day at Omaha Beach includes the following components:Game map352 playing piecesOne deck of 55 cardsCharts and play aid cardsRules bookletColor example bookletHistorical Study BookletNo dice are used in DDOB.If your game has any missing or damaged items please contact: Decision Games, Customer Service, PO Box 21598 Bakersfield CA 93390 or online at www.decisiongames.com. For rules questions send an SASE to Game Questions: Omaha Beach at the above address. We also post errata and rules updates on our website.2.1 The MapThe game map portrays Omaha Beach, a nine-kilometer stretch of the Calvados coast of France, where the battle occurred on June 6, 1944. The map portrays the tidal beach, the pavilion (a hard-ground shelf) running along the top edge of the beach, bluffs separating the pavilion from the high ground, four draws (valleys) penetrating the bluffs and leading inland, and the interior high ground of villages and farmland. The beach, pavilion and draws are collectively referred to as the low ground. Much of the high ground is distinguished by bocage ancient berms with high hedges dividing the region into small farm fields and providing excellent defensive terrain, to the disadvantage of the American invaders.The map is presented from the perspective of the invading US forces with north at the bottom edge. A boundary line divides the map into east and west sectors the nominal operational areas of the US 1st and 29th divisions. A hexagonal grid is superimposed over the terrain features to regulate the placement and movement of US units. Each hex represents an area 250 meters across. The maps terrain is identified in the maps Terrain Key.German Positions. Many hexes contain German positions. There are two general types of German positions: Widerstandsnest positions and reinforcement positions. Every German position appears in one of six colors used with German fire cards to determine which German positions fire each turn. German units are placed only in these hexes (unless you are playing with the optional variant rule, German Armor).German Widerstandnests (WN). These prepared defensive positions are occupied by German WN units at the start of play. Each WN position has an historical identification number.

Some of the WNs occupy two hexes (for example WN 62 in hexes 0812 and 0912), separately identified by an N or S with their ID number.WN positions with an artillery symbol or an 88 symbol receive WN units capable of artillery fire at the start of play.Most WNs are located along the bluffs and slopes overlooking the beach. Exceptions include WNs 67 and 69 located inland in the village of St-Laurent; nonetheless they operate as WN positions and not as reinforcement positions.German Reinforcement Positions. These positions may be occupied by German reinforcement units entering during play. Most reinforcement positions have an ID letter/number consisting of a Zone Letter (from A to G) and a Reinforcement Priority Number (from 1 to 11), used to determine when and where German reinforcements appear.

Blank reinforcement positions. Some reinforcement positions have no ID (for example, hex 1014). Such positions may be occupied by a German unit when a tactical reinforcement is triggered (9.4) or, by a German action in the extended game.Direction of Advance. Some reinforcement positions have an arrow used for the advance action (only in the extended game).Unoccupied German positions possess no inherent strength. However, in the extended game, an unoccupied German reinforcement position may ambush US units.German Fire Dots and Fields of Fire. The hexes surrounding each German position contain fire dots matching the positions color. All the fire dots emanating from a single German position are collectively referred to as that positions field of fire. The fire dots represent three levels of fire against US units:

US Beach Landing Boxes. A row of boxes facing the beach hold US units about to land at Omaha Beach. Each box is identified with the initials of its historical beach code name and a unique number (such as DW1, for Dog White 1). US units in Beach Landing Boxes are committed to land in the beach hex each box points toward. Exit Hexes. Map-edge hexes with roads leading off the map are identified with a letter from A to G. German positions trace communication to exit hexes. You may earn victory points by moving your units off the map through exit hexes.The Turn Track. You record the passage of turns, and of time, by moving the turn marker along the turn track at the end of each turn. The track also indicates game events such as tidal changes and event deck shuffles. You place US units on the space of the track corresponding to their turn of entry, until it is time for them to enter play.Time Scale: The turn track covers a twelve hour period beginning at 0615 hours on June 6 1944. The first 16 turns each represent 15 minutes of time. Beginning with turn 17, each turn represents 30 minutes.The Card/Phase Track. As you draw cards during each turn, place each card in the box matching the cards function, for reference during the turn. At the end of each turn, remove all cards from the track and place them in a discard pile, off-map. The order of the track outlines the sequence of play for both the basic and extended game.Other Tracks and BoxesGerman Artillery boxes hold artillery units in positions off the map but within range of Omaha Beach. Each box identifies the on-map German positions that observe for each unit.German reinforcement boxes hold German reinforcement units of three types tactical, division and Kampfgruppe Meyer for selection as called for by game events. A fourth reinforcement box German Armor is used only if playing with the optional German Armor rules.German depth boxes hold German depth markers of three types WN, building, and mobile for selection during play.The US Infantry Loss Boxes for the 1st and 29th divisions hold US regular infantry units eliminated during play. The US Command Post Track holds markers showing the command range of US regimental command posts (used in the extended game only).The US Engineer Track holds markers showing the operational range of US engineer bases (used in the extended game only).2.2 The Playing PiecesThe 352 playing pieces consist of units, representing specific US and German military forces, and markers, placed on units, tracks or the map to denote information or status. The features of US and German units differ. For example, only US units have steps and only German units have an unrevealed side.2.21 US UnitsSample US Infantry Unit

Sample US Tank Unit

Division. Every US unit is attached to either the 1st or 29th division. Units with the 29th Division are a lighter green color than those with the 1st.Designation. The military designation of the unit identifies the units formation and parent formations, included primarily for historical interest. Steps. Each US unit possesses one to four steps, indicating the units overall manpower. US units lose steps as a result of combat losses. Units representing regular infantry companies start the game with three steps, units representing artillery battalions start with four steps, while all other formations start with just one or two steps. A unit with one or two steps has one counter with one or two printed sides. A unit with three or four steps has two counters, with two printed sides on one counter and one or two printed sides on a replacement counter, distinguished by a dark green band. Only one counter for a given unit is in play at one time.Attack Strength. A quantification of the units fire power in combat, used when attacking German units. A units strength is reduced as it loses steps. Weapons. US units possess various weapons and equipment used when attacking German units. The US Weapons Chart lists all the weapons and equipment possessed by all full-strength infantry units, and by all other US units regardless of strength. Weapons for these units are not shown on the units counter.An infantry unit that has lost steps loses some of its weapons and possesses only those listed on its counter. Range. US units capable of attacking German units from non-adjacent hexes have a numerical range, representing the maximum number of hexes from which the unit may fire at a German unit. A range of U indicates unlimited range the unit may fire at German units anywhere on the map (within the restrictions of 8.12).l u s Target Symbol. A selector used to randomly determine which US units are hit by German fire or are the subject of an event or other game function. A black target symbol indicates the unit can control adjacent hexes. A unit with a white target symbol controls only the hex it occupies (see 12.1).Arrival Turn and Location. The turn in which the US unit enters play is shown along with the Beach Landing Box in which to place the unit on its turn of entry. Units without a turn of entry are placed in beach landing boxes during set-up. 2.22 German Units.Sample German WN Unit

Sample German Reinforcement Unit

Division. German reinforcement units belong to one of two divisions, differentiated by the color of the unit symbol; yellow for the 716th division and grey/brown for the 352nd division. Units in the 352nd division may also be recognized by their regiment (the rightmost number in the units designation). Units designated 916, 915 or 352 are in the 352nd division. Units in regiment 726 are in the 716th division.Strength. A quantification of the units ability to defend against US attacks.US weapon requirements. A representation of the defensive tactics of the German unit, expressed in terms of the weapons that, if possessed by US units attacking the German unit increase the liklihood of US success. See the US Weapons Chart for explanation of abbreviations.Artillery Caliber. The largest artillery piece possessed by a WN unit (88, 75 or none), used when conducting an artillery fire check.Reinforcement Type (T, D, M, A). Identifies the reinforcement pool in which the unit starts the game tactical, division, Kampgruppe Meyer or armor.2.23 Unit Types. US units:

*Tank, self-propelled artillery and self-propelled anti-air units are armored.German units:

2.24 German Depth Markers. Depth markers are placed beneath German units on the map. Together, a unit and its depth marker represent a formation at its full strength and fully deployed. A unit without a depth marker is understrength or is not yet positioned to maximize its combat effectiveness. Depth markers are placed face down (unrevealed) and are only revealed as required by US actions against the unit with which it is stacked. When the depth marker is revealed, its strength and attributes are added to the unit. German depth markers are never placed on the map on their own, they only appear with German units.

Depth Type. Identifies the type of German unit with which the depth marker is placed: WN WN unitsBuilding reinforcement units in building positionsMobile reinforcement units in non-building positionsArmor armor reinforcement units, in the optional variant only.2.25 Other Markers

2.3 The CardsEvery card in the 54-card deck is divided into three sections. A 55th card summarizes US actions and should be removed from the deck for reference during play.

During play, draw cards from the deck and look at the appropriate section:The Landing Results section determines how US units are affected by amphibious landings.The Event section generates an event based on the current game turn.The Fire section is used primarily during the German Fire Phase to determine which German positions fire at which US units or perform other actions. In addition, the German Fire section is sometimes referred to during US actions, when resolving infiltration moves and barrages against German units.A single card draw is for only one of these three purposes ignore the other sections of the card. The rules refer to the cards by the purpose for which they are drawn: landing cards, event cards and fire cards.2.4 Charts and TablesThe following charts and tables are included on player aid cards: Amphibious Landing TablesGerman Fire ChartTerrain Effects ChartUS Weapons ChartUS Attack ChartUS Barrage TableSummaries of Key Priorities and ProceduresGerman Action Summary (extended game)German Armor Movement Map (optional)3. SETTING UP FOR PLAYLay out the map so you are sitting along the north side, with the beach landing boxes near you.Choose a scenario to play:Easy Fox is an introductory scenario recommended for new players, using just the east half of the game map. Refer to the special set-up and rules on the back cover of this rules book.The First Waves covers the first four hours of the invasion across all of Omaha Beach (Turns 1-16) and takes three hours to play. Use only rules sections 1-13.D-Day at Omaha Beach covers the first twelve hours of the invasion (Turns 1-32). Turns 1-16 are played with the rules in sections 1-13 only. Then, turns 17-32 utilize the additional rules in sections 14-20. Playing time ranges from six to eight hours.Beyond the Beach covers the 8-hour period beginning at 1000 hours on D-Day (Turns 17-32), when the US invaders are already ashore and beginning their move inland. Use sections 1-20, and the set-up rules in section 21. Playing time is four to five hours.After you have played through the game a few times, you may wish to explore the optional rules and set-ups offered in sections 22 and 23.Set up The First Waves or D-Day at Omaha Beach scenario as follows:Prepare the German Widerstandsnests.Mix together the 18 WN depth markers, face down.Place an unrevealed depth marker in the following nine WN positions: 60, 61, 62N, 65N, 66N, 68N, 70, 72N, 73.Place the remaining WN depth markers face down in the WN depth box.Mix together the 18 WN units face down and place them on the map unrevealed, as follows: Place the 2 units marked 88 on WN 61 and WN 72S. Stack units on top of depth markers, if present.Place the 6 units with artillery symbols on WN positions 60, 62S, 65S, 68S, 70 and 73.Place the rocket unit on WN 69.Place the remaining nine units on the remaining WN positions. Place the four German artillery units in their spaces in the German artillery boxes. Separately mix together each of the following types of German units and markers, and place them face down in the matching boxes on the map:9 Tactical Reinforcement Units (T)11 Divisional Reinforcement units (D)8 Kampgruppe Meyer units (M) and four mobile depth markers in the Kampgruppe Meyer box20 mobile depth markers in the mobile depth box.8 building depth markersPlace 8 US tank units without a listed entry turn in the Beach Landing Boxes listed on their counters. Place all other US units (except replacement units) in the spaces of the Turn Track matching the turn of entry shown on each unit. You may want to organize the units in each space into two stacks 1st division and 29th division. If you are playing The First Waves Scenario, US units scheduled to enter on or after Turn 16 are not needed.Place the Turn marker in Turn 1 of the Time Track, and the Phase marker in the first space of the Card/Phase track.Shuffle the cards and place the deck face down beside the map, with room next to the deck for a discard pile.Place all remaining markers aside for use later in the game. 4. SEQUENCE OF PLAYDDOB is played in turns. Each turn consists of several phases, conducted in the following sequence. Move the Phase marker along the Card/Phase track to keep track of the current phase. During the course of the turn you will draw several cards, each for a different function. As you draw each card, place it in the appropriate box of the Card/Phase track, for reference.I. US Amphibious Operations PhaseDraw a landing card and apply its results to US units in Beach Landing boxes in the East Sector. Then draw a second landing card and apply its results to units in Beach Landing Boxes the West Sector.Land all units remaining in Beach Landing Boxes by moving each to the corresponding waterline/beach hex.Take units in the current turn of the Turn Track and place them in the Beach Landing Boxes listed on the units. II. Event Phase (skip on Turn 1)Draw an event card and implement the event listed for the current turn. III. German Fire PhaseDraw a fire card and conduct German fire against US units in the East sector, then draw a second fire card and conduct fire in the West Sector. Conduct fire in each sector as follows:Occupied German positions that match the colors shown on the fire card fire at US units in the positions field of fire. Check to see which US units are hit by fire and apply disruption, step losses or elimination as called for. Beginning Turn 4: If the fire card includes a German artillery value, check to see if a US unit in the sector is hit by artillery fire.Remove Disruption markers from eligible German positions.IV. US Engineer Phase (skip on Turn 1)Place Cleared markers in beach hexes with obstacles, to show that the obstacles there have been cleared by US engineers (10.1).V. US Action PhasePerform actions with US units. Actions include movement, attack and barrage. In each US division, two units or stacks may perform actions. In addition, the following units may perform actions for free: infantry performing a preservation move action,ranger infantry,units with any of the following markers: hero, inspired, climb or disrupted,An HQ unit or General,units in command of an HQ unit or General.VI. End of TurnMove all cards from the card track to the discard pile, and move the Phase marker back to the beginning of the card track. If the turn track indicates that the cards are to be shuffled, shuffle all discards back into the deck. Move the turn marker one turn ahead on the Turn Track.Keep playing turns until either US division suffers catastrophic loss (ending the game) or until the end of the scenario, at which time you calculate victory points to find if you have won or lost.Beginning with Turn 17, when the time scale shifts from 15 to 30 minutes per turn, additional activities are introduced to the sequence of play, as described in section 14.5. US AMPHIBIOUS OPERATIONSAll US units enter play via amphibious landing, during the US Amphibious Operations phase. Each turn, conduct landing checks for units already in Beach Landing Boxes, then move units in the boxes to the beach. Finally, place newly arriving units in the Beach Landing Boxes (they will land next turn).5.1 Landing ChecksConduct a landing check in each sector in which units are in beach landing boxes, beginning with the East sector. This check determines if units in Beach Landing Boxes are affected by hazards representing cross currents, rough seas, equipment failure, navigational errors and German mined obstacles.Procedure: Draw a landing card and apply the results of this single draw to all units in Beach Landing Boxes in the sector. The card shows the three US target symbols (u,s,l), each with a Landing Result letter (A, B, C or D). For each unit, refer to the Landing Table for the current turn, cross referencing the units type with the Landing Results letter for the units target symbol to determine the landing result for the unit. Units may drift east or west of their intended landing location, be delayed, lose steps or be eliminated by a landing result. Apply the result to the unit immediately.Example: On Turn 2, four infantry units are in Beach Landing Boxes in the West sector. You draw a card with results of uB lA sD. Referring to the Landing Table for Turn 2, you find that the infantry unit with the u selector drifts two boxes east (result B), the two infantry units with the l selector drift four boxes east (result A), and the unit with the s selector is not affected (result D).5.11 Drift Results. If a unit drifts, move the unit the indicated number of boxes to the left (east) or to the right (west) along the row of Beach Landing Boxes. A unit that drifts will land on the beach from the box it drifts to. A unit that drifts beyond the easternmost or westernmost Beach Landing Box on the map is delayed. Place it on the Turn track, two turns after the current turn.A unit that drifts to a landing box during a high tide turn that does not point toward a high tide beach hex is delayed.5.12 HQ units and Generals are not checked for landing results, but an HQ may be affected by a submerged mine explosion (5.14). If an HQ or General is stacked with a unit that drifts, the HQ or General may drift with the unit or may stay in its landing box, at your option.5.13 Ranger Infantry Landing Options. As noted on the Landing Table, a ranger infantry unit that receives a No Effect landing result on turn 4 or later may voluntarily drift one to four hexes east, at your option. This does not apply to the ranger infantry unit designated C/R2 scheduled to land on Turn 2.5.14 Y Submerged Mine Explosions (Turn 7-22). If the landing card you draw includes an Exploding Mine symbol, apply all other landing results, then check to see if one of your units in a beach landing box detonates submerged mines as it lands in a beach hex that has not been cleared of obstacles. All beach obstacles are uncleared at the start of play, and become cleared as you perform engineer operations (10.1).

During Low Tide (Turns 1-6 and 28-32), mines are not submerged and are not a hazard; no check is required.During Mid Tide (Turns 7-15), if any units in the sector will land in a mid-tide waterline hex with uncleared beach obstacles, you must remove a step from one such unit of your choice. All beach obstacles are considered cleared beginning on Turn 23 of the extended game, and so checks are not required during mid-tide turns 23-27.During high tide (Turns 16-22), if any units will pass through hexes with uncleared beach obstacles to reach their high-tide waterline landing hex, you must remove a step from one such unit of your choice.Leader Exception: If an HQ unit is the only unit available to suffer loss due to a mine explosion, it does not lose a step. Instead it is delayed; place the HQ two turns after the current turn on the turn track. A General is not affected by a mine explosion.5.15 As noted on the Landing Tables, landing results vary with the unit type and the turn. Some units are exempt from landing checks later in the game. For example, do not conduct landing checks for infantry units after turn 14. However, if such units are landing in or through uncleared beach obstacle hexes prior to turn 23, a landing check is still required, to see if the unit hits submerged mines. If no landing checks are required in a given sector, do not draw a landing card for that sector.5.2 Landing US UnitsAfter determining all landing results, all units still in Beach Landing Boxes land on Omaha Beach. Move every unit from its Beach Landing Box to the waterline hex matching the current tide level, in the direction the box points.

Example: Units in Beach Landing Box ER1 land in hex 0513 on a low-tide turn, hex 0613 on a mid-tide turn, or in hex 0714 on a high-tide turn.5.21 Water line hexes. Omaha Beach has three tidal waterlines, one of which is used at a time to indicate the current level of the sea, as noted on the Turn Track. At low tide, all waterline hexes are above the sea and may be occupied by units. At mid tide, hexes crossed by the low tide waterline are underwater and may not be occupied by units. At high tide, hexes crossed by the low or mid tide waterline are underwater. Units that are underwater at the end of a turn are removed from play. Thus, any units in low tide beach hexes at the end of Turn 7, when mid-tide begins, are eliminated.5.22 Landing across the sector boundary. A unit landing in a hex outside its assigned sector comes under the command of the other division for the remainder of the game. Jot the units designation on a piece of scrap paper or place a Command Transfer marker on the unit, as a reminder.5.3 Placing Units in Beach Landing BoxesAfter landing all units from the Beach Landing Boxes, take all units in the current turn space of the Turn track and place each in the Beach landing Box listed on the unit.If the unit lists a specific beach box, such as ER3, place the unit in that box.If the unit lists a beach but not a specific box (such as ER), you may place the unit in any Beach Landing Box with those letters.If the unit lists a division number (1st or 29th) instead of a Beach, you may place the unit in any lettered Beach Landing Box in the units sector (east for 1st, west for 29th).5.31 One or two units may be placed in a beach landing box. Generals and HQ units do not count against this limit. A general may not be placed alone in a Beach Landing Box if there are any units scheduled to arrive on the same turn with which he could be placed.5.32 You may not place a unit in a Beach Landing Box without ID letters; such boxes may only be entered as a result of drift.5.33 Only ranger infantry units may be placed in the Charlie Beach Landing Boxes (CH), although other units may involuntarily drift there.5.34 Voluntary Delay. Beginning on Turn 7, you are not required to place a unit in a beach landing box on the turn it is scheduled to arrive. If you choose to delay a units arrival, place it on the turn track, in the space for any later turn. The unit will arrive on that turn (unless you delay it again). A delayed unit that subsequently enters on or before turn 10 must be placed in its assigned beach landing box.A delayed unit entering after turn 10 may be placed in any beach landing box, in either sector.You may not voluntarily delay the arrival of a unit prior to turn 7.6. GERMAN FIREDuring the German Fire Phase, draw one fire card for the East sector to determine which German positions in that sector fire at US units, then draw a second fire card for the West sector and resolve all fires there. US units in the field of fire of a German unit may be hit by fire and suffer disruption or step loss. Place the two fire cards in the appropriate boxes of the Card/phase track for reference.All undisrupted occupied German positions may potentially fire whether the units there are revealed or unrevealed. Firing does not cause a German unit to become revealed.6.1 Reading the Fire CardsEach fire card identifies German Positions in the sector eligible to fire and US units likely to be hit. Each fire card includes:Three German Position colors every non-disrupted German-occupied position matching a color symbol on the card may be eligible to fire at US units in the positions field of fire. A single symbol indicates that positions of that color fire if occupied by any German unit, with or without a depth marker. A double symbol indicates that positions of that color fire only if occupied by a unit and a depth marker.Some position colors on the fire card have a star, indicating that a US Hero, HQ or General in the sector may be hit by fire from a position of that color (11.4).Some position colors on the fire card include an Armor Hit Bonus, indicating that fire from positions of that color is more likely to hit US armored units (see 6.36).Many position colors on the fire card have Action letters, used only during Turns 17-32. Disregard letters in Turns 1-16.

A US target symbol US units with the target symbol indicated on the fire card are more likely to be hit by German fire.Some fire cards have a German artillery value, indicating that a US unit on the beach or in a Beach Landing Box in the sector may be hit by German artillery fire, in addition to fire from German Positions (6.5). 6.2 German Fields of Fire

The hexes around a German position contain fire dots of the positions color. These make up the positions field of fire. WN positions have fields of fire extending as far as five hexes distant along the beach, while most reinforcement positions have fields of fire extending only one or two hexes in the dense terrain of the high ground. Three types of fire dots represent different quantities of fire: Intense fire, Steady fire and Sporadic fire. US units in a hex with one or more fire dots are susceptible to German fire. 6.21 WN positions in two hexes (such as WN62) are considered one position and have one field of fire, whether one or both hexes of the position are occupied.6.22 German positions near the east/west sector boundary may have fields of fire extending across the boundary, and may fire across the boundary.6.23 In a few places on the map, the proximity of German positions causes fields of fire from positions of the same color to abut, but fields of fire of a single color never overlap. If there is a question as to which position projects a given fire dot into a hex, note that dots appear on the side of the hex nearest to the projecting position.

See the color section for examples and illustrations of German fields of fire.6.3 Resolving German FireUpon drawing a fire card for a sector, resolve German fire for all positions matching any of the three colors appearing on the card. A non-disrupted position occupied by a unit with or without a depth marker fires if its color appears on the fire card as a single color symbol. A non-disrupted position occupied by a unit with a depth marker fires if its color appears on the fire card as a double color symbol. In the case of a two-hex WN position, at least one unit occupying the position must have a depth marker in order for a double color symbol to trigger its fire.For each German position firing, check each hex in its field of fire occupied by US units and refer to the German Fire Chart. Use the row of the chart for the type of fire dot projected into the hex by the German Position. Read across that row to the column for the type of German position firing: a WN or revealed reinforcement unit, or an unrevealed reinforcement unit. Read the result in the box to determine if any US units in the hex are hit by fire. Factors determining if a US unit is hit include the type of fire dot in the hex (intense, steady or sporadic), the US units target symbol (l,u or s), and the US units type (armored or non-armored). Units hit by fire lose steps and/or become disrupted, as noted on the chart.6.31 Hit Limits of German Positions. In a single fire, a German position may hit a number of US units up to the number of German units and depth markers in the position. For example, a lone unit in a position may hit just one US unit in a single turn, while a WN with two unit markers and one depth marker may hit up to three US units. If the number of US units eligible to be hit exceeds this limit, select the units to take hits in the following priority order.Priority 1: Units in hexes with Intense fire dots. If after checking all Intense fire hexes, the German position has not reached its hit limit proceed to priority 2.Priority 2: Units in hexes with Steady fire dots. If after checking all Steady fire hexes, the German position has not reached its hit limit, proceed to priority 3.Priority 3:Units in hexes with Sporadic fire dots.If you need to select from among units within one of these priorities, select the US unit closer to the firing position, then the unit with the most steps. If a choice still remains, you choose which units receive the hits.6.32 Step loss as a result of German Fire. A US unit hit by fire may suffer a one-step loss, as noted on the German Fire Chart; flip the unit over to its reduced strength side. The next time the unit is hit, replace it with a reduced strength unit. If the unit has only one step, remove it from play.6.33 Disruption as a result of German Fire. A US unit hit by fire may become disrupted instead of or in addition to losing a step; place a disrupted marker on the unit. An already disrupted unit that incurs another disruption result is not further affected. A unit may be disrupted by fire from one position and lose a step as a result of fire from another position in the same Fire Phase.6.34 Step Loss Limitation. A given US unit may not lose more than one step in a single German Fire Phase, even if hit by fire from multiple German positions. Apply the excess hits to other targeted US units if available; if not, ignore the excess hits. However, you must attempt to hit the most US units possible when assigning hits from multiple positions. For example, if German position A is limited to hitting two units and three units are eligible to be hit, one of which is also hit by position B, assume that position B hits that unit, and Position A hits the other two.6.35 A hex occupied by US units with a total of five or more steps is a concentrated target, increasing the units susceptibility to German fire. The units in a concentrated target are considered to have the target symbol shown on the German Fire card, regardless of the actual symbols on the units counters.6.36 When a position color on the fire card includes an armor symbol, firing positions of that color receive the armor hit bonus. All US armored units the position is firing upon are considered non-armored when determining hits. Note that per the German Fire Chart, US armored units in a hex with an intense fire dot are hit even if the firing German position does not have the armor bonus.6.37 Hits are against units, not stacks. One unit in a stack may be hit while the other is not. If both units in a stack are hit, both may lose a step.See the color section for examples and illustrations of German fire.6.4 Disrupted German UnitsA German unit with a disrupted marker does not fire and does not project a field of fire. A German unit remains disrupted until its position color appears on a fire Card drawn for its sector. After resolving all fire in the German Fire Phase, remove disruption markers from every disrupted German unit in a position matching a color appearing on the fire card. Remove disruption from a German unit if its color appears on the fire card as a single or double symbol, whether or not the unit has a depth marker.6.41 If a two-hex WN position has units in both hexes and one of those units is disrupted, the unit in the other hex of the position still has a field of fire and may fire. However, the disrupted unit and its depth marker do not contribute in determining if the position is eligible to fire and how many units it can hit.6.5 German Artillery Fire (beginning Turn 4)If you draw a fire card with an artillery result, first resolve all fire by German positions in the sector, then check to see if German artillery fire hits a US unit in the sector. German artillery fire does not occur on Turns 1-3.Procedure: The number on the left of the artillery result is the artillery value. Count the number of undisrupted artillery units in the sector, in both WN positions and the Sector Artillery Box. Count only those having the calibers listed on the card. If the number of eligible German artillery units equals or exceeds the value, one US unit in that sector with the target symbol shown on the fire card is hit. Artillery value examples:

If there are three or more undisrupted German units in the sector with 75, 88 or 105 caliber artillery, a US unit is hit by artillery fire.

If there are two or more undisrupted German units in the sector with 88 or 105 caliber artillery, a US unit is hit by artillery fire. German units with 75 caliber artillery do not contribute in this case.Choose a US unit with the target symbol shown on the card to lose a step, in the following priority:1. An infantry unit of your choice in a beach landing box.2. A non-infantry unit in a beach hex.3. A non-infantry unit in a beach landing box.4. An infantry unit in a beach hex.If you need to select from among units within one of these priorities, select units with the most steps. If a choice still remains, you choose which unit is hit. If no US units with a target symbol matching the card are in a beach hex or beach landing box in the sector, no unit is hit by artillery fire.6.51 Knocking Out German artillery units. When you eliminate a WN unit with artillery, it no longer contributes to German artillery fire. Artillery units in the German Artillery boxes cannot be eliminated directly, but they are made inactive by gaining control of the German positions serving as observers for each artillery unit. The German Artillery boxes list several German Positions for each artillery unit in the box these are the artillery units potential observers. If all the observer positions listed for a given artillery unit are in your control, flip the artillery unit to its inactive side it no longer contributes to German artillery fire. However, if any of those positions subsequently becomes occupied by a German unit or in German communication, the artillery unit for which the position is spotting becomes active again.6.52 WN positions with artillery symbols have fields of fire like all other positions. They may conduct fire and may contribute their artillery capability to artillery fire checks in the same German Fire Phase, if called for by a German Fire card draw.6.53 The rocket artillery battery in WN69 does not contribute to German artillery fire checks. This unit fires its rockets when specifically called for by an event.7. US ACTIONSDuring the US Action Phase you may conduct actions with US units. Each turn, you may select two US units or stacks in each division, each of which may conduct one action. In addition, US units meeting certain requirements may conduct actions for free.US units may conduct any of the following actions, if eligible:Move one hex (all units)Climb a Bluff (infantry, generals and HQs only)Climb a Cliff (infantry only)Remove disruption (any unit with a disrupted marker)Attack (all units)Barrage (tank units only)Naval artillery barrage (naval fire marker only)7.1 Free ActionsUnits may conduct free actions which do not count toward your limit of two actions per division per turn. However, a unit may only perform one action per turn, even if that action is free. Units may conduct free actions in the following situations:Ranger infantry units. Ranger infantry units always perform actions for free. This ability does not extend to non-ranger units stacked with a ranger unit.A unit with a Hero or Inspired marker.A unit with a climb, climb cliff or disrupted marker.Headquarters units and Generals.A unit in command of an HQ unit or General. A unit that is stacked with or adjacent to an HQ unit or General at the start of the Action Phase is in command, and may conduct a free action. Units that are conducting free actions because they are in command of an HQ unit or General may conduct different actions. The leaders are ordering and encouraging each unit separately.An infantry unit conducting a self-preservation move. An infantry unit in a beach hex may conduct a self-preservation move as a free action, consisting of moving the unit from the beach hex it occupies to an adjacent beach hex that is closer to a protective hexside. If the destination hex is not a beach hex, or is equidistant or further from a protective hexside, the move does not qualify as a self-preservation move. Shingle, seawall, slope, bluff and scaleable cliff hexsides are protective hexsides. Sheer cliffs are not.7.2 Conducting ActionsYou may have your units perform actions in any order, sequencing your two allowed actions and your free actions as you choose. A given unit may perform no more than one action per turn whether that action is free or not. You must complete all actions for one division before performing actions with the other.You may place Action Taken markers on units that perform actions using the divisional allotment of two actions, to help you keep track of the expenditure. Remove the markers at the end of the Action Phase.7.21 Two units in a stack may perform an action together at the cost of one action, as long as they perform the same exact action; for example, moving into the same hex or attacking the same German position. If you want the units in a stack to move in different directions or perform different actions, you must use two actions. 7.22 A unit that you move across the east/west sector boundary (as opposed to landing across the boundary) may be considered part of either division when performing actions. You may spend an action from either divisions allotment to have the unit perform an action, if an expenditure is required. When playing with two players, a unit that moves just one hex across the boundary remains in its original divisions control. A unit that moves more than one hex beyond the boundary comes under the control of the other division.7.3 Action: Move One Hex Conduct this action to move a unit of any type one hex in any direction.The Terrain Effects Chart lists terrain that restricts or prohibits movement for certain unit types. Units other than infantry, HQs and Generals are very restricted in the terrain they can enter or cross. In effect, your armor, anti-air and artillery units are stuck on the beach through turn 16. In the extended game, your engineers can clear routes off the beach for these units, enabling them to move inland (see 19.3).7.31 You may not move a US unit into a hex occupied by a German unit. A US unit may enter an empty German position.7.32 Infiltration Move. If you are moving a US unit from a hex adjacent to and in the field of fire of an occupied and non-disrupted German position, to a hex that is also adjacent to and in the field of fire of the same position, the US unit is attempting to infiltrate past the German position and may be immediately fired upon. Upon attempting the move, make a special draw of a fire card. If it shows both the color of the German position and the target symbol of the infiltrating US unit, you must remove a step from the US unit. If the German position has no depth marker the color symbol must be a single symbol in order to affect the infiltrating unit.If the infiltrating US unit loses a step, you may choose to complete the move or keep the unit in the hex from which it started the move. In either case, the unit has performed an action.A unit infiltrating to a hex occupied by a US unit must check for German fire, but is not considered a concentrated target, even if the move puts five or more steps in the hex.HQs and generals may not attempt an infiltration move on their own, but may move with a regular unit doing so.

In this example, a US unit is adjacent to an occupied orange WN position. Arrows indicate possible infiltration moves by the US unit. Moves into other hexes are not infiltration. If the unit attempts to infiltrate, it would lose a step if the ensuing fire card draw showed a single orange color symbol and the u target symbol.7.33 Once you move an HQ unit or General, it no longer provides free actions to units in its command for the rest of the Action Phase. Plan the sequencing of your units actions accordingly.7.4 Action: Climb a Bluff (infantry, HQs and Generals only)A US infantry or ranger infantry unit in a hex with a bluff hexside may move into an adjacent hex across the bluff by conducting two actions over the course of two turns. A bluff must be climbed whether going up or down. In the first turn of the climb, move the unit across the bluff and place a Climb marker on the unit. In the next turn, conduct a free action to remove the climb marker. A unit that begins the US Action Phase with a climb marker may conduct only one action the free action to remove the climb marker. A unit with a climb marker and a disruption marker may conduct only one action the free action to remove the disruption marker.

7.41 HQ units and Generals may cross a bluff in one turn; do not place a climb marker on an HQ unit or General moving across a bluff.7.5 Action: Climb a Cliff (infantry only)A US infantry or ranger infantry unit in a hex with a scaleable cliff hexside may scale the cliff by conducting three actions over the course of three turns. In the first turn of the climb, conduct an action to place a Climb Cliff marker on the unit do not move it. In the next turn, conduct a free action to move the unit into the hex across the scaleable cliff hexside, and flip the marker to the Climb side. In the third turn, conduct a free action to remove the climb marker.

7.51 A unit that begins the US Action Phase with a climb cliff marker may conduct an action for free, but may only conduct one of two actions: continue the climb as described above, or remove the marker and stay put.7.6 Stacking LimitsOne or two US units may occupy a hex at the end of a US Action Phase. Stacking limits apply only at the end of the US Action Phase. You may exceed stacking during the US Action Phase and during other phases of the turn.7.61 HQ units, Generals and Heroes do not count toward stacking limits.7.62 There is no limit per se to the number of steps that may occupy a hex. However, units in a hex occupied by five or more steps are considered a concentrated target during German fire (6.35).7.63 If US units are in violation of the stacking limits at the end of the US Action Phase, you must eliminate units until the limits are met.7.7 Disrupted US UnitsA US unit with a disrupted marker may not perform any action, except the free action of removing the disruption marker. You may want to wait until all other units have performed their actions before removing disruption markers from US units, so that you do not inadvertently perform other actions with those units.It is possible for a US unit to become disrupted during the US Action Phase, as a result of an unsuccessful US attack. Such a disruption may not be removed from the unit in the Action Phase in which it was incurred, since it has already performed an action. To aid you in differentiating units disrupted in the Action Phase from units disrupted prior to the phase, US disruption markers are provided in two shades.8. US COMBAT ACTIONSDuring the US Action Phase, your units may attempt to disrupt and destroy German units via two types of actions: Attack a German-occupied hex. An attack must include at least one infantry unit adjacent to the German-occupied hex. Other units may participate from adjacent hexes and, if capable of ranged fire, from non-adjacent hexes.Barrage a German-occupied hex exclusively from non-adjacent hexes. Tank units may barrage a German-occupied hex in range of but not adjacent to the tank itself.8.1 Units Eligible to AttackAn attack must include at least one infantry or ranger infantry unit attacking a German-occupied hex from an adjacent hex. As long as this requirement is met, any units may join in the attack against the same German-occupied hex within the following conditions:Infantry units must be in a hex adjacent to the German-occupied hex.Heavy infantry units (those with a printed range of 2) must be adjacent or one hex away from the German-occupied hex.Tank, anti-tank and anti-air units must be within range and one or more of the following must be true: the unit is adjacent to the target hex, orthe unit is adjacent to an attacking infantry unit, orthe unit is in command of any HQ or General, orat least one attacking infantry unit is in command of any HQ or General.Artillery units (including SP artillery) must be in range but not adjacent to the target; andin command of an HQ (not a General) that is also commanding at least one infantry unit attacking the position (You will find this condition difficult to meet until late in the game); andif the artillery unit is not armored, it may not be in the field of fire of a German unit.Naval fire may be included in the attack if you have a naval fire marker to expend, and at least one attacking infantry unit has a radio or is in command of an HQ.8.11 Determining Range. A hex is in range of a US unit if the distance in hexes between them (counting the target hex but not the firing units hex) is equal to or less than the firing units range.8.12 High Ground Ranged Fire Restriction. A US unit in a beach or pavilion/draw hex may not conduct ranged fire against a German-occupied position on the high ground, unless that position projects a field of fire into at least one beach hex (meaning the position is on the bluff overlooking the beach). This restriction applies to attack actions and barrage actions.The high ground ranged fire restriction does not apply to naval fire.8.13 Each unit participating in an attack against a single German-occupied hex must conduct an action in order to participate in the attack. A unit unable to conduct an action may not attack.8.14 HQ units and Generals do not directly participate in an attack, and are not affected by the results of an attack. 8.15 As noted on the Terrain Effects Chart, a unit on the low ground (beach or pavilion) may not attack across a bluff or cliff hexside, unless capable of conducting ranged fire. A unit on the high ground may attack across a bluff hexside, but not across a cliff hexside.8.2 Attack WeaponsDesign Note: In most wargames, a successful attack requires greater numerical strength than the enemy. This is an important factor in US attacks in DDOB, but equally important is employing the right weapons and tactics.Every US unit possesses one or more weapons, as shown on the US Weapons Chart. Every German unit and depth marker lists weapon requirements. US units with the required weapons attack the German unit more effectively than US units without.8.21 Reduced-Strength US Infantry Weapons. The weapons possessed by reduced-strength infantry units are printed on their counter instead of on the Weapons Chart. The weapons possessed by reduced-strength infantry vary from unit to unit; to reflect differences in equipment lost and abandoned as casualties mount.8.22 Flanking. Some German reinforcement units and depth markers list flanking (FL) as a weapon requirement. This weapon (actually a tactic) is not possessed by any one US unit. In order to meet the flanking requirement in an attack, US units must be attacking the German-occupied hex from at least two hexes that are adjacent to the target but not to each other.If both the German unit and its depth marker list the flanking requirement, the US units must be attacking from at least three hexes adjacent to the German hex to satisfy the requirement. The three hexes may be adjacent to each other.8.23 Heroes and Weapons. When a unit with a hero attacks from an adjacent hex, the hero provides a weapon wild card. The hero may stand in for any one weapon requirement of your choice, after all German weapon requirements are revealed. A hero cannot stand in for the flanking requirement. A hero can increase your attack strength by one, instead of providing a weapon wild card, at your option.This benefit is not cumulative. If more than one hero is involved in an attack, you may only name one wild card weapon.8.24 HQ Radios. US HQ units possess radios, a weapon requirement for defeating certain German units. A US unit attacking a German position from an adjacent hex when in command of an HQ may include the radio among its weapon capabilities.8.25 The naval fire weapon requirement can be met by expending a naval fire marker as a part of the US attack (see 8.5). In addition, a heros wild card can satisfy the naval fire requirement.8.26 Heavy Infantry Weapons. Certain infantry units have a printed range of 2. When such a unit is attacking from an adjacent hex, it has all the weapon capabilities listed for heavy infantry on the US Weapons Chart. When participating in an attack from a non-adjacent hex, a full strength heavy infantry unit can bring fewer of its weapons to bear, as noted on the chart. Once a heavy infantry company loses a step, it loses its ranged fire capability and is like any other regular US infantry unit.8.27 Tank Weapons. As noted on the US Weapon Chart, the weapon capabilities of a US tank unit depends on its range from the target hex. At a range of 1-5 hexes, the tank fulfills the requirement for artillery (AR) and a bazooka (BZ); and at a range of 1-3 hexes, the tank also fulfills the requirement for a browning automatic rifle (BR) and a machine gun (MG).8.3 Resolving an AttackAn attack is resolved by comparing the strength and weapons of the attacking US units to the strength and weapon requirements of the units and markers in the German-occupied hex under attack. The German defenders may become disrupted, lose their depth marker, gain a depth marker, become unrevealed, or be defeated as a result of the attack. A defeated German unit is removed from play, temporarily or permanently. US units may become disrupted as a result of attacking, and sometimes lose a step.Once you have declared an attack action against a German-occupied hex and selected all the US units performing actions to participate in the attack (including expenditure of a naval fire marker if you have one), resolve the attack as follows:1. Reveal the German unit, if not revealed. If the hex has an unrevealed depth marker, do not reveal it yet.2. Add up the total strength of your attacking units and compare it to the strength total of the revealed German units and markers in the hex. The German strength may be increased by the terrain in the German positions hex, as noted on the Terrain Effects Chart.3. Check to see if your attacking units possess all the weapons required to defeat the revealed German units and markers in the hex. If a hero is participating, he may stand in for one required weapon.4. Refer to the US Attack Table. Use the upper section of the table if you do not possess the required weapons; use the lower section if you do. Locate the line corresponding to the numerical comparison of your attack strength to the German defense strength. Locate the column corresponding to the disposition of the German units in the target hex unit alone, unit with unrevealed depth marker, or unit with revealed depth marker. Cross-index row with column to find the attack result. Attack results are explained on the Attack Table.5. Apply the attack result to the German unit and marker in the target hex, and to US units if called for. If the target hex includes an unrevealed depth marker, the attack result may direct you to immediately reveal the marker, recalculate the weapon and strength comparison, and consult the Attack Table again.8.31 An attack by more than one unit against a German-occupied hex is resolved as a single attack. Add the strengths of all your participating units together to acquire a single strength total, and utilize all the weapons of your participating units.8.32 When attacking a WN position occupying two adjacent hexes, you attack only one hex at a time. The German units in the other hex do not aid the defense in any way and are not affected by the outcome of the attack.8.33 German Withdrawal. When a US attack defeats a German reinforcement unit of the 352nd Division the unit withdraws instead of being eliminated, if it can trace German communication at the moment of attack (see 12.2 and 12.23). Place the withdrawn unit face down in the Division Reinforcement Box (regardless of reinforcement type). Defeated units not eligible to withdraw are removed from play. The following units are not eligible to withdraw:a WN unit,a reinforcement unit in the 716th division,a unit not in German communication.8.34 There is no advance after combat when a German unit is defeated do not move your attacking units into the vacated hex.See the color section for examples and illustrations of US attacks.8.4 Conducting a Barrage ActionA tank unit may conduct an action to barrage a German-occupied hex, if the tank unit is in range of but not adjacent to the target hex, and either of the following are true:The tank unit occupies a hex in the field of fire of the target hex. An undisrupted infantry unit occupies a hex in the field of fire of the target hex. The infantry unit is considered to be observing for the tank unit. Observing is not considered an action. If an infantry unit is observing for the tank unit, either the tank unit or the observing unit must be in command of an HQ or General.If these conditions are met, draw a fire card and refer to the US Barrage table to determine how the German position is affected by the barrage. If the fire card does not show the German positions color or the barraging units target symbol, the barrage has no effect.8.41 A barrage may be conducted by only one unit. You may not combine the strengths of units into one barrage. Draw a separate fire card for every barrage you conduct. Do not refer to the fire cards drawn during the German Fire Phase. A German-occupied hex may be the target of more than one barrage in a single US action phase, but may not be attacked and barraged in the same phase. A barrage against a hex in a two-hex WN position affects only the units in the target hex.8.42 Barrage actions against German occupied hexes on the high ground are subject to the restrictions of rule 8.12. An unrevealed reinforcement unit may not be barraged.8.5 Naval Fire MarkersYou receive naval fire markers as a result of event card draws. You may expend a naval fire marker to conduct naval fire as part of a US attack, or to conduct a separate Naval Artillery Barrage. 8.51 Naval Fire in US attacks. You may expend a naval fire marker to include naval fire in any US attack if an infantry unit participating in the attack has a radio or is in command of an HQ (thus having access to the HQs radio). If this requirement is met, naval fire contributes to your attack in two ways;the strength of the naval fire marker (9) is added to your attack strength,the weapon requirements for naval fire, artillery and demolitions are met. 8.52 Naval Fire Barrage. You may expend a naval fire marker to conduct a naval artillery barrage against any German WN position (revealed or unrevealed) or any revealed reinforcement position on the map, as long as at least one undisrupted US infantry unit with a radio or in command of an HQ is in the targets field of fire. If these requirements are met, the German-occupied hex is barraged: place a disrupted marker on the unit in the hex. If a depth marker is in the hex, remove it from play. German units are not eliminated by naval barrage. A reinforcement position with an unrevealed German unit may not be the target of a naval barrage.8.53 A naval artillery barrage is considered a free action and may be performed at any time during the US Action Phase. However, a single German-occupied hex may not be subject to a barrage and an attack in the same US action phase.8.54 You may use a naval fire marker in the turn you receive it, or you may save it to use in a subsequent turn. Once you use the marker to conduct naval fire, discard the marker. 9. GERMAN UNITS, DEPTH AND REINFORCEMENTSGerman units occupy German position hexes. A unit may occupy a German position hex alone, or with a depth marker stacked beneath it. A unit and its depth marker represent a single German force at the position.At the start of play the only German units on the map are WN units, occupying WN positions; some WN units start with depth markers beneath them, some without. During play additional German units and depth markers enter play in several ways:WN units without depth markers may gain them as called for by an event card draw or as the result of an unsuccessful US attack.Reinforcement units may appear in reinforcement positions, usually as a result of an event card draw. Initially, reinforcements are taken from the Tactical Reinforcement Pool and placed without a depth marker. When the Tactical Reinforcement pool is empty, reinforcements are taken from the Division Reinforcement pool and are placed with a depth marker.Reinforcement units on the map without depth markers may gain them as called for by an event card draw, or as the result of an unsuccessful US attack.9.1 Revealing German Units and Depth MarkersGerman units and depth markers are initially placed on the map face down (unrevealed). The general type of unit or marker is identified on the back of the counter. An unrevealed unit exerts a field of fire and may fire. A German unit is revealed as the result of US actions usually an attack (see Section 8). When a German unit is revealed, its depth marker remains unrevealed until such time as the unit is subject to a sufficiently strong US attack. At that time the units depth marker is revealed to add to the units defense. Once a German unit or depth marker is revealed, it remains revealed until removed from the map, or until a combat result directs the unit to become unrevealed.9.2 Adding Depth to German UnitsDepth markers are added to German units during play as a result of event card draws, and sometimes as a result of an unsuccessful US attack (see the US Attack Results Chart). An event may call for one depth marker to be added to a unit anywhere on the map, or for a depth marker to be added to a unit in one sector, or for depth markers to be added to units in both sectors.Upon drawing a depth marker event, choose one German unit without a depth marker and place a depth marker beneath it. If there is more than one German unit without a depth marker (on the map or in the sector indicated in the event), choose a unit based on the following priorities:1. Choose the German unit closest in hexes to a US unit. 2. If two or more units are equidistant choose the unit:a. In a single-hex WN position;b. Then in a two-hex WN position;c. Then in a reinforcement position.3. If there is more than one eligible unit of a given position type, place the depth marker in the position with the lowest ID number. A German reinforcement position without an ID number is considered to have a number of 0 for this purpose. If two or more positions have the same number, place the marker in the position with the lowest letter.A German unit must be in communication in order to receive a depth marker (see 12.2). Disrupted units may receive a depth marker. If a sector named in the event has no German unit eligible to receive a depth marker, place the depth marker with a unit in the other sector. If neither sector has an eligible unit, no depth marker is placed. A depth marker may only be placed in a German position occupied by a German unit. Depth markers never occupy a hex on their own.9.21 Placing depth markers. Upon selecting a German unit to receive a depth marker, randomly draw a depth marker from the appropriate depth marker pool and place it beneath the unit, unrevealed.For a WN unit, draw from the WN depth pool;For a reinforcement unit in a building hex, draw from the building depth pool;For a reinforcement unit in any other type of hex, draw from the mobile depth pool.9.22 A depth marker may be placed with a German unit that previously lost its depth marker due to US attack or barrage. There is no limit to the number of times a German unit may lose a depth marker and receive another, as long as it is in German communication.9.23 Some events call for the placement of a US Hero and a German depth marker. Place the depth marker in the same sector as the hero, if possible.9.24 Depth marker depletion. Later in the game, one or more depth marker pools may become empty. If the Building depth pool is empty when a building depth marker is called for, take a mobile depth marker instead.If the mobile depth pool or WN depth pool is empty when either of those depth markers are called for, take no depth marker the Germans have run out of depth.If only one depth marker is available when two are called for, apply the placement priorities to the entire map, not just one sector, to place the marker.9.3 German Reinforcements Triggered by EventsGerman reinforcement units enter play when an event card draw directs you to place German reinforcements in specific German zones. For each reinforcement called for by an event, draw a German reinforcement unit at random from the Tactical Reinforcement pool. Place the unit face down without a depth marker in an empty German reinforcement position in communication in the zone listed in the event. Select the specific position within the zone using the following priorities:a position adjacent to a US unit. Place in the lowest numbered position if two or more are adjacent.a position within two hexes of a US unit. Place in the lowest numbered position if two or more qualify.The lowest numbered position.9.31 If the Tactical Reinforcement pool is empty, draw a unit from the Division Reinforcement pool instead. Division reinforcement units enter play with a depth marker. Once you have determined the reinforcement units position draw a depth marker from the appropriate depth pool (building or mobile) and place it beneath the reinforcement unit. 9.32 Reinforcement units entering play via an event draw may not be placed on German reinforcement positions without an ID number. WN positions do not receive reinforcement units. A reinforcement unit may not be placed in a position already occupied by a German unit.9.33 A German position must be in communication in order to receive a reinforcement unit (see 12.2). Note that an unoccupied German position may be adjacent to US units and still be in communication, and thus eligible to receive a reinforcement. If no positions in a given zone can trace communication, the reinforcement unit for that zone does not appear.9.34 If the Tactical Reinforcement pool and Division reinforcement pool are empty when a reinforcement unit is called for, the reinforcement does not enter play. If you run out of reinforcements during a multiple-reinforcement event, apply the priorities of 9.3 to the entire map to determine which zones receive the available reinforcement units.9.4 German Tactical Reinforcements triggered by a WN Depth MarkerA German reinforcement unit enters play when you reveal a WN depth marker reading Tactical Reinforcement. At the moment this happens, immediately conduct the following:Remove the depth marker from play.Draw a reinforcement unit from the Tactical Reinforcement pool and place it in the unoccupied German reinforcement position nearest to the WN position from which you removed the depth marker, even if that reinforcement position has no ID number. If two or more positions are equidistant, place the reinforcement in the position closest to a US unit. If still equidistant, place the reinforcement in the lower numbered position.9.41 For purposes of placing a reinforcement triggered by a WN, a reinforcement position without an ID number (for example, in hex 0828) is considered to have an ID number of 0. The restrictions of 9.33 apply to reinforcements triggered by a WN. 9.42 A reinforcement triggered by a WN may only be taken from the Tactical reinforcement pool and is placed without a depth marker. If the pool is empty, the reinforcement does not enter play.9.5 Releasing Kampfgruppe MeyerThe Kampfgruppe Meyer box holds German units that were historically available for commitment to Omaha Beach but were diverted elsewhere by 352nd Infantry Division command. These units are available to be taken as reinforcements only if you draw the Kampfgruppe Meyer event. Each time you draw the event, randomly select four units and two depth markers from KG Meyer. Place the units in the Division Reinforcement pool and the depth markers in the Mobile Depth box. Those units are subsequently eligible to enter play as called for by events and actions. If all eight KG Meyer units are released, subsequent KG Meyer events are ignored.10. US ENGINEER BEACH OBSTACLE DEMOLITIONEngineer Demolition teams land with the first waves to destroy beach obstacles and mines that might threaten US forces landing later in the morning during mid and high tide. These teams are not represented by counters in the game, but their vital mission to clear the beach is. Most mid-tide waterline beach hexes contain beach obstacle symbols. Until engineers clear the obstacles, units landing in these hexes may suffer loss due to mine explosions (5.14). 10.1 Clearing Beach ObstaclesDuring the Engineer Phase of each turn beginning with Turn 2, you may clear obstacles in one or two beach obstacle hexes in each sector, but only in hexes that are not in the field of fire of any non-disrupted German positions whose color appears on the fire card you drew for the sector for the current turn. Example: The colors on the fire card drawn for the East sector this turn are red, purple and blue, and no WN positions are eliminated or disrupted during the Engineer Phase. You may clear obstacles from hex 0612 the only beach obstacle hex in the East sector without fire dots of those colors. If the same card were drawn when WN 60 (purple) has been eliminated or is disrupted, you would be able to clear any two hexes from hex 0606 to 0612 of beach obstacles 10.11 Cleared Markers. Place a cleared marker to indicate that the obstacles in a beach hex have been cleared. As the game progresses and you clear several hexes in a row, you may avoid counter clutter by using just two markers to indicate an uninterrupted row of cleared hexes: place the two markers in the hexes at either end of the row and orient them so their arrows point toward each other, as shown in the diagram. This indicates that those two hexes and all the hexes between them have been cleared.10.12 Tidal Limits. During low-tide turns (2-6) engineers may clear up to two hexes per sector per turn. During mid-tide turns (7-15) engineers may clear just one hex per sector per turn. During high tide turns (16-22), no hexes may be cleared.11. US HEROES, HEADQUARTERS AND GENERALSKey US individuals and command formations are represented by hero markers, HQ units and General counters. Heroes, HQs and Generals are collectively referred to as leaders. Leaders do not count against stacking limits and do not possess steps. Any number may occupy a given hex.11.1 HeroesHeroes are individual soldiers and low level officers who performed above and beyond the call of duty, inspiring their fellow soldiers with initiative and courage in the face of overwhelming danger. The story of Omaha Beach includes numerous instances where an individual or small group of soldiers turned the tide. By the actions of such soldiers, the US forces prevailed. DDOB includes counters naming some of these men in each division. The names on the Hero counters are included for historical interest only. All hero markers are identical in capability.11.11 Hero Entry. A hero enters play each time you draw the Hero event. Place a hero marker on a US unit of your choice in the division listed in the event. A hero is considered part of the unit to which you assign him and may not be transferred to another unit and may not be alone in a hex. Keep a heros marker directly on top of his assigned unit. When a unit with a hero is eliminated, the hero (or inspired marker) is also removed from play.11.12 Hero Free Action. A unit with a hero may perform an action for free in the US action phase. The free action is conferred only on the individual unit, not all units in the hex.11.13 Hero Attack Wild Card. A hero with a unit attacking a German unit from an adjacent hex provides the attack with one of the following benefits: When checking to see if you have the weapons required to defeat the German position the hero counts as one required weapon of your choice, other than flanking; orWhen calculating and comparing your Attack strength to the German defense strength, you may use the hero to increase your strength by 1.11.14 Hero Sacrifice. A hero may be killed by German fire (see 11.4). You may also voluntarily sacrifice a hero in the following circumstances to save a unit: If a hero is with a one-step unit that must take a step loss as a result of German fire, you may choose to sacrifice the hero instead of eliminating the unit. 11.15 Inspired Units. When a hero is killed by German Fire or voluntary sacrifice, his marker is flipped over to the inspired side and remains with his unit as long as the unit is in play. A unit with an inspired marker may perform an action for free in each US action phase. An inspired unit does not receive the heros attack wild card bonus.11.2 HeadquartersThe headquarters for each of four infantry regiments are represented by HQ units, each comprising the regiments commander, his staff and equipment.Each HQ unit has the following capabilities:An HQ may move one hex during the US action phase as a free action, within the restrictions of the terrain effects chart (see 7.5).An HQ commands all US units in the HQ units hex and all adjacent hexes at the start of the US action phase, regardless of the units designations. A unit in command of an HQ may perform an action for free.A unit that attacks a German position from an adjacent hex while in command of an HQ is considered to possess a radio.An HQ may enable tank, anti-tank, anti-air or artillery units in its command to conduct ranged fire (see 8.1).Starting with Turn 17, an HQ may establish a command post to increase the range of its command.11.3 GeneralsTwo US Generals landed at Omaha Beach on the morning of D-Day, leading, motivating and inspiring units to move and attack their way off the beach. Brigadier General Norman Dutch Cota, assistant commander of the 29th division landed at 0730 hours followed an hour later by his 1st division counterpart, Brigadier General Willard Wyman.Each of these leaders and their aides are represented by a counter with the following capabilities:A general may move one hex during the US action phase as a free action, within the restrictions of the terrain effects chart.A general commands all US units in his hex and all adjacent hexes at the start of the US action phase, regardless of the units designation. A unit in command of a general may perform an action for free.A general may enable a tank, anti-tank or anti-air unit in his command to conduct ranged fire (but not an artillery unit, see 8.1).11.31 A general may be in a hex by himself, or may stack with any US units. The presence of a General alone in a hex does not inhibit German fire or communication in any way. If a General is the sole occupant of a German position when a German unit is called to be placed there, place the unit and remove the General from play he has been captured. 11.4 German Fire against LeadersA hero, general or HQ may be hit by German fire during the German Fire phase. If a fire card includes a German position color with a star, a position of that color in the sector may hit a leader in its intense or steady field of fire.If a hero is hit, he is killed; flip his marker to the inspired side.If an HQ is hit, it is disorganized and will take some time to re-establish command. Remove the HQ from the map and place it two turns later on the turn track. The unit will re-enter play via beach landing. If a General is hit, he is lightly wounded; flip his counter over. Being lightly wounded does not affect a Generals capabilities.If a lightly wounded General is hit, he is killed; Remove his counter from play.11.41 Select a leader to take a hit only after assigning hits to other eligible US units, regardless of the type of fire in the leaders hex. If the number of other units eligible to be hit equals or exceeds the German positions hit limit, the leader is not hit.11.42 Leaders do not become disrupted by German fire, although the units they are stacked with may.12. CONTROL AND COMMUNICATIONEach US unit controls the hex it occupies and some US units control adjacent hexes. German units do not control hexes per se; they affect nearby hexes through their fields of fire. US control affects whether German communication can be traced to a German position or hex. German fields of fire affect whether US communication can be traced to a US unit or hex.12.1 US ControlA US unit of any of the following types controls the hex it occupies.Infantry with one stepArtillery, anti-tank, and anti-air unitsHeadquartersCommand posts and engineer bases (in the extended game)A US unit of either of the following types controls the hex it occupies and the adjacent hexes around it, even if disrupted:Infantry with two or three stepsArmor (of any step level).Generals and Heroes do not control hexes.12.11 A US unit in a beach, pavilion or draw hex does not control adjacent hexes on the high ground. The reverse is not true; a US unit on the high ground capable of controlling adjacent hexes controls adjacent beach, pavilion and draw hexes.12.2 German CommunicationA German position must be in communication in order to: receive a reinforcement unit;receive a depth marker;withdraw after being defeated by a US attack;perform certain actions in the extended game.A German position is in communication if you can trace a path of hexes of any length from the position to any exit hex (A through G). The path may not pass through any hexes occupied or controlled by US units. Furthermore, a German communication path may not pass through a beach hex or a pavilion hex adjacent to a beach hex. The path may pass through draw or pavilion hexes not adjacent to the beach.12.21 A German unit in a hex adjacent to a US unit negates US control of that hex for purposes of tracing German communication through the hex, including tracing communication for the German unit itself.12.22 When tracing communication to an unoccupied German position (for example, to determine if a German reinforcement may be placed there), the positions hex itself can be in US control and still be in German communication, if a communication path can be traced.12.23 German Bocage Communication. A German reinforcement position occupied by a German unit may trace communication through one bocage hex adjacent to the position, even if that hex is controlled (but not occupied by) a US unit. This special ability applies only to one bocage hex adjacent to the tracing position; thereafter, communication for the position must be traced normally. This ability is especially helpful to units of the 352nd division attempting to withdraw after being defeated by US attack. This ability does not apply to WN positions or to unoccupied reinforcement positions.

Example: Although the German reinforcement unit with a strength of 4 is surrounded by hexes in US control, it is still in communication because it can trace bocage communication through 1316 (out through 1416). The 3-strength German unit cannot trace communication the two bocage hexes adjacent to it are themselves surrounded by US control, preventing tracing of communication beyond the first bocage hex.12.24 Communication status of German positions is established at the beginning of the German Fire Phase and does not change throughout the phase. A position out of communication at the start of the phase remains out of communication throughout the phase, even if German fire reduces or eliminates US units that were blocking communication. During a US attack, German communication status is determined at the moment of attack.12.3 US CommunicationUS units are not affected by being in or out of communication during the game. At the end of a scenario, US communication is required in order to control hexes for victory purposes. A hex is in US communication if you can trace a path of hexes of any length from the hex to any beach hex. The path may not pass through any hexes occupied by or in the field of fire of a German unit. The path may not be traced through a bluff or cliff hexside.12.31 US communication may not be traced into or through a hex in the field of fire of a German unit even if that hex is occupied by a US unit. A German positions field of fire extends into all hexes with fire dots emanating from that position, even if the German unit occupying the position is disrupted. An empty German position has no field of fire for purposes of tracing US communication.13. WINNING AND LOSING THE FIRST WAVESPlay of the First Waves Scenario continues until one of your US divisions suffers catastrophic loss ending the game immediately or until Turn 16, at which point you consult these victory conditions to determine if you win or lose.13.1 Catastrophic LossCatastrophic loss represents a level of casualties so great that the divisions fighting capability has been effectively destroyed. Historically, as D-Day unfolded on Omaha Beach, the US high command struggled to gather reliable information on US losses (lots of news) and US successes (little news), and came close to closing the beach to further landings. In DDOB, catastrophic loss is the threshold at which such a decision might have been made.If either US Division suffers Catastrophic loss, you lose the game. Catastrophic loss is defined as eight regular infantry units of the division reduced to one-step or eliminated.During play, each time one of your regular infantry units loses its second step and is replaced with a one-step unit, place the counter for the full-strength unit in the Infantry Loss box for the units original division. If the number of infantry units in a divisions loss box reaches eight units, the division suffers catastrophic loss. 13.11 Eliminated ranger infantry units and non-infantry units are not placed in the loss box and do not count toward catastrophic loss.13.12 Later in the game, certain event card draws allow you to add steps to reduced infantry units in play by taking a counter from an Infantry Loss box. This event reduces your losses toward suffering catastrophic loss.13.2 Determining VictoryIf neither US division has suffered catastrophic loss by the end of Turn 16, determine if you have won The First Waves by adding up Victory Points.You earn Victory Points for the following:1 VP for each WN position you control. A WN position occupying two hexes is worth 2 VP (but is worth no points until you control both hexes).1 VP for each German reinforcement position you control (including positions not marked VP).5 VPs for each draw under your control. You win the game if you have 20 or more Victory Points.13.21 Controlling Draws. There are four draws or small valleys leading inland from Omaha Beach. Control of these draws was vital to the US ability to move vehicles and heavy equipment off the beach. You control a draw if all its draw hexes south (inland) of the anti-tank barrier at the mouth of the draw are in US control.13.22 A hex is considered in US control for victory point purposes if the hex is occupied or controlled by a US unit, and is in US communication, and is not in the field of fire of a German unit, including disrupted German units (see 12.1 and 12.3). Occupation or control of the hex by a US unit is not enough for victory point purposesthe hex must also be safe from German fire.A hex is also considered in US control for victory purposes if US communication can be traced to it and German communication cannot, and the hex is not in a German field of fire basically, the hex is behind secure US lines.14. INTRODUCTION TO THE EXTENDED GAMEIf you are playing the scenario D-Day at Omaha Beach or Beyond the Beach, use the rules for the extended game (sections 14-20) beginning on Turn 17. The rules in sections 1-13 remain in force, unless specifically superceded by the extended game rules.In the extended game the time scale shifts from 15 minutes to 30 minutes per turn, affecting several game functions: You draw two event cards per turn.German units may hit more targets when they fire.You may perform three actions per division per turn, instead of two.US infantry and armor units may sometimes move more than one hex in a single action.You may eliminate a German unit and its depth marker in a single US attack.German and US forces gain additional capabilities beginning on Turn 17, to reflect the shift in battle from the beach and bluffs to the villages and bocage of the high ground:German positions may perform actions other than firing at US units.Unoccupied WN positions may be re-occupied by German units.US artillery units may conduct the barrage action.US headquarters units may establish command posts to increase the range of their command.You may place engineer bases on the beach to clear obstacles to non-infantry movement and to direct traffic off the beach.14.1 Changes to German Fire14.11 German hit limit doubled when firing. The limits of 6.31 are doubled in the extended game. For example, the hit limit of a German position occupied by a single unit without a depth marker is two US units, and the hit limit of a position with a unit and a depth marker is four. 14.12 No US step loss limit. A US unit may lose more than one step in a single German Fire Phase when hit by fire from more than one German position. The limits of 6.34 do not apply in the extended game. However, a US unit may lose no more than one step by fire from a single position in a single phase.14.2 Optional Early Implementation of German ActionsExperienced players may wish to implement the following rule adjustment to increase the realism and challenge of the game. This adjustment is recommended only for players who have won the extended game.Implement the rules for German Actions (all of Section 16) beginning on Turn 12. All other extended game rules commence on Turn 17.15. EXTENDED GAME SEQUENCE OF PLAY